Updated Story of the Wose
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catacombs save corrupt
Using wesnoth 1.3.13 in Linux, I get a "the file you tried to load is corrupt" message when the scenario Catacombs starts. This happens with normal and compressed saves, and also when I just end the previous scenario (so without trying to load catacombs save file, just continuing).
I really enjoyed playing the campaign, btw.
I really enjoyed playing the campaign, btw.
- Attachments
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- The_Catacombs.gz
- catacombs save file
- (8.78 KiB) Downloaded 422 times
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- Posts: 411
- Joined: January 23rd, 2006, 8:28 am
with 1.3.14 it works
In 1.3.14 this error is gone - Catacombs will load!
Re: Updated Story of the Wose
Hi, I am playing the hard level of "The story of the wose". Unfirtunately I have stucked at "The tunnel". Could you please provide me a walkthrough, as the "dark catch me"?
Thank you in advance for your replies
Peter
Thank you in advance for your replies
Peter
Re: Updated Story of the Wose
Sacrifice a unit or two to slow the orcs down. Run right as fast as possible with the rest of your army, fastest units in front. Where the terrain backing changes to become more rough is safe. There's plenty of time, even a wose can make it (and sould, you will need them).
CHKDSK has repaired bad sectors in CHKDSK.EXE
- Lord_Lukas
- Posts: 17
- Joined: November 10th, 2006, 9:04 pm
- Location: Poland, Silesia, Tychy
Re: Updated Story of the Wose
Could you please tell me where I can get .po file for "The story of the Wose"? I would like to translate this campaign. Wescamp is empty.
Re: Updated Story of the Wose
Thank you, I'll try it.
Re: Updated Story of the Wose
Since the dialog is essentially finished, yes now would be a good time.
BTW, what is .po file?
BTW, what is .po file?
CHKDSK has repaired bad sectors in CHKDSK.EXE
Re: Updated Story of the Wose
Hello and thanks for this campaign. I think it's very well done. I especially like the new line of mages.
But I think the new mages are overpowered. They have many valuable special abilities (high resistance to magic, magic melee, higher defense) most other mages don't have. Therefore I'd like to suggest to change their offensive capabilities as follows:
Wood Mage:
cold missile: 3*6
Green Mage:
cold missile: 4*7
Life Mage:
cold missile: 4*10
lightbeam: 4*7
rogo
But I think the new mages are overpowered. They have many valuable special abilities (high resistance to magic, magic melee, higher defense) most other mages don't have. Therefore I'd like to suggest to change their offensive capabilities as follows:
Wood Mage:
cold missile: 3*6
Green Mage:
cold missile: 4*7
Life Mage:
cold missile: 4*10
lightbeam: 4*7
rogo
Re: Updated Story of the Wose
Hi rogo.
As you noticed, the mages are quite a bit overpowered. It's kind of intentional for two reasons. One, this unit was originally intended as a single-instance character for a campaign that failed around 1.2 era and I didn't feel like changing it. Two, if you ever find the alternate ending, you'll find you need every bit of power you can get.
As you noticed, the mages are quite a bit overpowered. It's kind of intentional for two reasons. One, this unit was originally intended as a single-instance character for a campaign that failed around 1.2 era and I didn't feel like changing it. Two, if you ever find the alternate ending, you'll find you need every bit of power you can get.
CHKDSK has repaired bad sectors in CHKDSK.EXE
Re: Updated Story of the Wose
I have uploaded 0.62 to the 1.5 campaign server. It should be ready for 1.6. If its not, let me know here.
CHKDSK has repaired bad sectors in CHKDSK.EXE
Re: Updated Story of the Wose
Um... How do you win the second scenario on hard with the starting gold?
Re: Updated Story of the Wose
The AI is significantly better in 1.5. It may not be possible anymore to do it with the starting gold. I usually accomplish it with ~120 gold.
CHKDSK has repaired bad sectors in CHKDSK.EXE